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Author: Peter_Whatshername
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27 Comments
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Just look at the word Ranger, the first part is "Ran" that’s the past tense of Run. Of course you know what this means, I made a ranger runner.
First let’s look at the skills you will need.
1) Escape (Elite Skill)-For 5-17 seconds, you move 25% faster than normal and have a 75% chance to evade attacks. It’s an Expertise stance that costs 5 mana and has a recharge of 30.
2) Storm Chaser - For 8-20 seconds you move 25% faster and gain 1-5 Energy whenever you take Elemental damage. It’s a wilderness Survival stance that costs 10 mana and has a recharge of 30.
3) Whirling Defense - For 8-20 seconds, you have 75% chance to block attacks. Whenever you block an arrow this way, adjacent foes take 5-11 piercing damage. It’s an Expertise Stance that costs 10 mana and has a recharge of 60.
4) Pin Down - If Pin Down hits, your target is crippled for 3-13 seconds. A Marksmanship Bow Attack, it has a cost of 15 and a recharge of 15
5) Throw Dirt - Target-touched foe and foes adjacent to your target become blinded for 3-15 seconds. An Expertise skill, it has a cost of cost of 5 mana, a casting time of 1, and a recharge of 45.
6) Troll Unguent - For 10 seconds, you gain health regeneration +3-9. A Wilderness Survival skill, it has a cost of 5. A cast time of 3, and a recharge of 10.
7) Antidote Signet - Cleanse yourself of poison, disease and blindness. It’s a Signet with a casting time of 2 and a recharge of 8.
8) Rez signet - Resurrect target party member, bringing them back at 100% health and 25% energy
Explanation of skills:
Escape and Storm Chaser increase your running speed by 25%, perfect for getting yourself out of those tight situations; Escape gives the added bonus of being a 75% evasion skill.
If the monsters get a little to close for comfort and you can't out run them, you have other options. Whirling Defense is the longest lasting 75% evasion skill rangers have access to. So you can put it up while you wait for a speed stance to recharge. With your evasion stance up, you can use Pin Down to slow down a lone attacker so you can more easily escape, and Throw dirt to blind a group to buy yet more time for Escape and Storm Chaser to recharge.
Troll Unguent and Antidote Signet are further measures to help keep you up and running when the proverbial 5h17 hits the fan.
The only skill up there you don't really need at all is Rez Sig. Your running, bringing back the dead is not one of your concerns, but you never know when you might need to resurrect a fallen client to use as a distraction.
Armour and Attributes:
I wore a 15k Druids cloak, Drakescale boots and leggings, Archer's Mask (+1 Marksmanship) and a leather wrist guard. All of these are at Droknar's Forge armour levels. Runes of note are Major Marksmanship, Major Vigor, Minor Expertise, and Minor Wilderness Survival
When it comes to attributes, your key stats are Expertise and Wilderness Survival, Marksmanship is secondary. I recommend:
Wilderness Survival: 12
Expertise : 12
Marksmanship : 10
Of course if you can raise them more, by all means do so.
How to RUN!
There is another Guide out there on the subject, but I will give a brief summary of what you need to know.
1) Learn the way! Nothing ruins a run attempt more than getting cornered in a dead end by lots of hostiles. Learn the map and run it solo a couple of times until you feel confident with it before you start asking people for money.
2) Watch the agro circle! Why waste an evasion skill if you can just walk around the Monsters?
3) Conserve your speed boosts! I don't care if you think running actually implies running, take your time and only use the run skills when you need them.
Field Tests:
Current field tests in the desert have proven to be effective. Most failures were due to getting lost. Although I can't guarantee success under more extreme conditions, I will say that this build will serve your general purpose running needs. If you find a problem in your use of the build, please let me know. Thanks,
Jermoe E Morrow - Ranger
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